Patreon Challenge 1 Feedback and Breakdown

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all right so welcome to this video in this one we're gonna go over basically critique and look at all the submissions from the patreon first challenge you know if you're watching this video then you already know about the patreon challenge because you're in my patreon but yes so this monthly challenge here you know I saw a lot of really great entries it was really awesome to see also so many people working on you know a concept that I designed and it was really it was really cool it's interesting to see where people took it it was there was a lot of things that didn't expect and also things I was expecting and so I wanted to kind of go over some of those things and then also I'm gonna go into critiques and announce the winners at the end so with that said yeah thanks for participating everybody you know it was really awesome experience to see and hopefully you guys want to participate the next one so basically if you're watching this you weren't you know privy to the challenge this is the concept that everybody had to work from and basically I kept it pretty loose some of the forms aren't very well described and so there's a lot of room for interpretation and that's kind of what I was looking for with this challenge you know one of the signs of a very good 3d artist and a designer is that they can take the source material and elevate it you know oftentimes I I see a lot of 3d artists starting out and also experienced even who really lack the art fundamentals to take a design and improve upon it as far as understanding things like form understanding you know volumes understanding bevels all of these things and know knowing how to even make them better than the sketches sometimes and I've seen also the opposite where 3d artists can do better jobs than the concept artist and when they bring it truly into 3d and so for me you know I'm looking for a lot of the subtleties a lot of the little tiny touches when it comes to how you present form for me this is actually what I really wanted to see in this contest and I'm also gonna go over some you know patterns I saw that people routine routinely did based on my concept which is also kind of a situation that's interesting because basically when we you know have concepts we have to copy them but if the forms aren't clear how do we handle that and so this contest basically shows how a lot of people try to handle certain challenges and certain poorly explained parts as far as how I represented form the drawing and so it's really interesting to see and it was interesting to see the patterns and so I'll talk about some of those things all right so before I get into it I also uploaded this here and this is basically just talking about you know what all these parts are and it was helping people to have a general idea so I also gave a little bit more to the brief but yep so basically this is the concept let's go through these entries and then let's give some feedback to them so I'm just gonna go through each one one at a time and then I'm gonna kind of summarize a lot of the things that I saw and then we'll talk about the next challenge so alright first person II to go he was in the mentorship tier for a while and not during this challenge though so he will not be part of the mentorship tier drawing but yeah so I'm going to just kind of go through this and basically I wanted to say some critiques and I'm gonna do this for each work I really liked how he took the source concept and how he inferred what would be on the backside of the model you know adding the vents and things like this doing a skeletal structure on the inside it's very interesting you know it's uh it's interesting to see also how people were sort of improvising but also drawing from each other's ideas inside the challenge which was really cool to see but I think overall for me you know III think the cereals are some of the best in the challenge and I think you did the wheel exactly how I wanted it to be which is actually one of the things that I was really looking forward to is how people did the wheels and from what I can tell it looks like you did a slight form change in words and for me this is actually one of the most important things is how people handle the wheel forms did they make them flat did they not and now I gave people freedom to redesign the models a bit you know and redesign the the the concept but yeah I liked this design because you know it was my design but I also liked that you did it this way I am going to judge things not just based on though if they follow my design or not so that's cool I like it second thing materials don't count in this render but I do like that there's you know I can actually see what's going on in the renders that's nice plus but let's go into critique so overall a very strong submission and it was also modeled quite quickly quickly and there's a lot of nice thought put into it which I appreciate but let's take a look at since it's you know a more close representation of my concept let's compare it a little bit closer to my concept as well and I wanted to talk a little bit about some of the things that I saw happening a lot so the first thing that I see a lot in almost all of these is how people handle this now in perspective it's it's not very clear what the forms are in this front piece and so this is where I saw most people struggling with but in my head and how I see it is that it's completely flat and what I was actually trying to represent was basically a plane change here and that this goes in a bit and so it stays flat the second thing I also noticed a lot what I actually wanted these dark shadows to be is not an inset I wanted it to be a thick bevel on a panel cut so it's this piece is still or on the same plane as this one and so it's okay if people don't do that I am fine with it that was my intention the second thing also is interesting to see how people handled and why I think this was a really nice concept for this because it's not perfectly in perspective and so there's room for the artists to really to really see where artists take the design and so for example to me this was another one of these places basically I see this as a plane change where it's getting pushed inward and so it's going to be in a more narrow than the width of the body about here and so that was really important for me now if we go back to this concept I feel like overall I think the forms could use a lot of work I think you went too far into bevels like I see a lot of small bevels here and the thing with small bevels and going straight into these bevels is that you're basically restricting yourself to the forms that you've chosen and it's a very big problem I think that while you did pay attention to details you know you you paid attention to having a subtle arc here which I think could have been a slight bit more you know maybe like something like this as far as like you know how the the wheel bulges outwards I think that this is something that could have been improved but overall for me I have I have a problem with the forms because they're a bit too boxy they're a bit too simple and I would have liked to see you know a more interesting silhouette or rather a more interesting use of form so for me I feel like this is a bit of a while it's a unique interpretation I feel like this big curve is a bit too large of a curve and it doesn't fit the overall very angular nature of a lot of the rest of the design and so I I had wit I wish that other people had also not done this I saw this on a few other were and progresses and I feel like this is the most crucial part so if I think that while it's fine that you took Liberty I would have liked to see maybe a better design I feel like this curve is a bit too random and a bit too swoopy especially when everything is so boxy as far as how you handled some of these stuff like I think avoiding a lot of you know when to very large pieces meet for the first question you should ask yourself so like the body in the handle is how do they transition and so in this case I would have liked to have seen a lot more attention to subtle bevels because you're going so high into or so quickly into these these small bevels and it instantly locks you in but then you're also not going crazy on these medium sized bevels but then you're going crazy on the large scale levels and so I you know I think it takes a lot of courage to make a strong shape like this and so I appreciate that but I think that overall you know while there are small bevels I would have liked to see a lot more rounding of the shapes I would have liked to also see a bit more finesse like a bit more polish to a lot of these details you know I I would have liked to maybe see some of them being inset with a nice fat bevel that really reflects the light then just kind of low-tech looking bolts like these are much better I think than these I do like that this bevel is faded off and that the edge one though is crispy this is nice I would say one other critique I have is I feel like you know you need to work on just medium forms a bit like trying to push out the the forms between all of these pieces and that way there's a bit more of a volume to them because right now they're actually sorry about that they're actually very hard-edged and there's not a lot of form representation going on you know there's no nice medium-sized bevels here and these are some of the things that I would be looking for generally you know in a nice model and design and so I'm gonna be giving this feedback a few times and so it's not just for your your design but yeah overall I think this is something that is very important to me is like how people are treating these you know smaller forms these and designing them but also how they're treating the big ones like I would have liked to see this less blocky less focus on the small bevels and more focus on the medium you know this is something that doesn't count towards the judging because I said that I'm not judging bate renders at all which is true but generally in sci-fi you have to be careful and just art in general you have to be careful with your lights and in this case you're using a lot of lights in places that are unnecessary for example you know there's no reason really to have a lights on the handles and I think on the batteries is totally logical and maybe a small light on the body but try to minimize them and keep them very small and be very careful with them and this goes for everybody you know lights and sci-fi can either make it really great or it can ruin it and so when you add lights always remember that a light is designed as an indicator to tell the user information and that's what's important okay so let's go over here so I like some of these things I like that you have like this you know bent kind of metal stuff I think it would have been nice to see some more finesse though with like how these details are integrated I don't like that they're just pieces that are shoved on top of the sand body underneath that was something I was looking for that they're integrated a bit more as panels like for example here I would have liked it if this piece was pushed in and then around a recess like this let me draw the forms and so then if fate it has a you know a bevel here and so that this bevel would really catch the light when it hits it you know right now it's just kind of standing on top and so overall that's something I notice you know you're pushing in you're stacking a lot of your details and I think it's better to integrate them like you did here so this is good one other thing I would have liked to see is in the concept I pulled out this and made this a chamber and so it kind of twists from flat to curved and so that was something I was definitely you know hoping to see from a lot of people you can see it here how it's being twisted inwards and I think that this helps to really finesse it and add a bit of detail that isn't overwhelming you know it's overwhelming nice medium form change and then I guess my final critique would be my final critique would be I just think that in general the proportion of this panel is very important to me and it right now it's a bit even it may be not no way you'd expect and so for me it's even in the fact that basically one it's a square I don't like squares because squares squares can be cool but you have to know how to use them in contrast with a lot of other things but squares are not a directional shape they're the same length on every side and so one thing that was really important to me when I designed this was that it was a bit more rectangular also asymmetrical so you see that it's smaller on this side and larger on this one so I think that if you had maybe if this design had been approached or the model have just been a little bit wider here it would have been great and maybe a bit shorter I think it would have looked a lot better and a bit more dynamic and then yeah of course like I already said you know tapering these inwards so my main feedback slowed down you did good you put good thought into things you were thinking about things a slow down focus on the block out focus on the forms don't rush into small bevels nine times out of ten I think I see this from most artists that they're always rushing into bevels don't it is not going to help you in the end and it will really help you to focus on the block out as long as possible so yep that's egos a submission it's cool I like it it's a good job let's see you just want to make sure okay so I didn't post on Hart station so I'm gonna pimp everybody who posts to an art station alright so next one flip-flap that's his name on a patreon or in discord sighs I don't know his real name but yeah so like I said rendering wasn't part of this but let's just talk about you know how you handled a lot of these form changes in the designs so I would say basically you did some of the things that I was looking for you know it was really interesting actually now that I'm looking at it a bit closer you know you actually handled a different form change than I had come up with but you managed to make sense of the concept quite well by deciding to use this line here as the axis that the form change will occur on and rotating this face inward so you know that's that's great I actually really like this improv improvisation of the design good job it was interesting you know how it's it's a pattern that people were pulling the shape out even though in the silhouette view it's not really apparent but it's more because of where these parts meet in the concept that people have this impression and so personally I'm not a huge fan of this choice I know a lot of people did it but that's why it was interesting to see because it was a question that people had about how the concept was drawn and so it's interesting to see how people handled it and a lot of people chose to do this and so I have nothing against it but I I guess I wouldn't do it in combination maybe with this curved shape because it distorts the curved shape too much and I think it makes it a bit ugly but overall you're pretty well representing the concept I can definitely tell you held off on your bevels a bit longer but I also have the same feedback as ichigo's design where I think that these are a bit flat you know in my concept I was definitely looking for a slight bit more volume even like on a small scale between all of these pieces and not just looking for harsh lines it's very important for me to see this but I do like that you integrated all of these shapes that's great I think you could have taken it a step further and really finessed like a lot of these bevels you know maybe make the circle smaller but let me load up fusion so I can give some examples while I talk but I would say like for example you know having these fill it's go out like this and so that the light really catches a lot of these edges is really where you're going to start seeing your design pop you know a lot of these edges are very harsh and they're not catching the light and it's a big problem you know you have some nice little medium-sized plane changes I think maybe it's a material change so it looks like a plane change here and it's good it's catching the light but you you need to focus more on not just using regular bevels on every hard edge you're not taking advantage of all of the details that you have and it's one reason why it's still not quite there overall I think you did a good job I like how you handled the wheel I think it's a bit more hard and angular than I was picturing it but I like the pattern I think the pattern school it's a nice design again I would have liked to maybe see just a bit of softness on these forms and maybe a bit better proportion on this angular piece you can see right now if we look at the size here they're just kind of even and if we look here they are a bit even but I think that the circle is just a bit smaller you know I put made it smaller on this side to imply or say that it's recessed because this one's longer and so this is has forced shortening just a bit but yeah I think you could just finesse it a bit more and again having medium-sized bevels I don't like that everything is these hard edges and I think it's something that you know people who do game are definitely struggle with a lot everything is a hard edge remember make the light reflect like push these bevels a bit more make them like here for example you know all of these are very hard angular edges and so they're not going to interest reflect the light and interesting way so let me give a quick example ah cool so all my fusion shortcuts just got reset so that's cool but anyway I'll just pretend that's not true all right so basically what I'm saying is you know let's say I have a detail like this don't okay awesome I love resetting my settings in the middle of a video all right doesn't need a pin a few things okay all right cool so yeah basically let's say you have some sort of shapes like this right it's super important you don't just go ahead and be like okay I have my shape see I had some small bevels here and then just bubble it alright it's done you know like imagine if you're looking at it from here it's like a very weak the light barely hits it you can barely see it and so maybe it's not necessarily the most realistic thing but if you want to make stuff that's cool and it can be realistic you know try and have some stuff that's reflecting light better finesse your small bevels have some of them be chain first focus on how they transition maybe have some of them larger and some smaller you know it's really important to switch this up you don't want to get stuck in a position where everything is boxy yes so that's my critique I see this a lot almost and I think most of submissions so I really like what you did here you know you followed the concept correctly I like that you inset all the pieces I like the scale I like the overall proportions I think you did a great job on the overall feel and proportion of everything you know decent job into improvising the back of the concept and it you know I like that you did all these extra details you know you were really thinking about how to possibly make these pieces work so overall I would say last thing I'm not a huge fan of this detail I think it looks a bit more like corrugated steel like you'd see on maybe like a metal roof and I would like to maybe see something more like a heat sink or something functional or something just graphic but yeah overall great submission some interesting choices interesting wheels I like the wheels and I like how you decided to handle the forms on the front you know solid work but for basically everybody keep working in those medium forms keep working on those small bevels so all right Florian I'm gonna show his art station give him some promo he posted this on our station go follow him and check out his work there and he is a cool German guy so yep check out his stuff there let's talk about it in here though so first of all interesting ideas definitely took the concept and felt very comfortable being free with it some very unique and definitely out of the box and unusual choices stuff I never would have thought about I like the choice do you have like this radiator how these plug in is interesting I like that you showed the plugs and how they plug in that's cool yeah interesting some of these design choices are interesting so I'm gonna go into my critique now actually first let me give me one second okay I just want to make sure there's no other material like renders because I didn't want to only give feedback on his render and not somebody else's that wouldn't be fair so alright first feedback I think the thing that for me as soon as I instantly open it the first thought I had before I looked at everything else is I really think the wheels are much too soft they look very very lumpy and not very cleanly modeled or designed and I think that's my biggest complaint on the design if I had some feedback yeah clean up the wheels make the patterns a bit better I know it's rubber but it's too soft even like real-life tires actually are a bit more crispy and have a bit more of a strong feeling to them so a bit harder edges I would say my second feedback you know I'm not giving I'm not judging the designs based on the render but the render for me is very hard to see you know so it's hard to also judge what I'm looking at my first thing I would say for everybody who's rendering and I'm gonna have to give this feedback few times avoid pure black pure black when stuff fades to pure black is very difficult to read so change your levels a bit you know focus on your lighting a bit more you know try and get some nice or shading going on cuz right now to be honest the lighting looks a bit broken and I'm having trouble understanding some of the things that are going on you know I don't know if you don't have GI or dynamic shadows on but yeah it's it's a bit hard for me to read what's going on like especially on a lot of these areas you know where it's pure black as well and so just try and avoid in your renders it's but in your lighting not just in Photoshop and your lighting a void pure black very important you know it's the one thing that will elevate your lighting so yeah so feedback about the design and modeling I would say overall you know you took some nice risks but I feel like my feedback is the same as the last ones you know I can tell that the modeling in some places is maybe a bit messy like for example you know these aren't very strong curves like they have a weird slope to them bitter regular I would definitely look in a mechanical design for a lot more structure and accuracy I am NOT a fan of this handle I think that it looks it doesn't look elegant it looks because it's just like these two random shapes it looks like maybe something I would see on a kid's toy and I feel like you know you definitely want to have a bit more structure or a bit more elegance try and focus on looking at you know maybe different product designs like let's just look up Pinterest like a handle I'm no idea what's gonna show up by the way but yeah like try and think of elegance and maybe not even elegance maybe utilitarianism so for example like power drill there's still like this this sense of shape and flow to all of the handle shapes but it's still utilitarian it's still nice design and a bit interesting but it's still you know a drill so definitely I think this is actually the one thing for me that I really dislike my next feedback same thing as the other ones try and focus on how things transition a bit more I feel and focus on medium forms and so to make that a bit more clear like let's say you have your big shapes right let's say that the main form is a box like this okay so you're medium form changes are gonna be these ones where you cut like volumes out of the box so like you have this this plane here this is a medium form change well what about the small ones and I would say most of the most of the submissions are missing these small form changes and it's I think it's the thing that I was looking forward to seeing the most and I feel like most people struggled with so for example breaking up like adding maybe a bevel here so that it reflects the light a bit better and adds some nice volume between the pieces rather than just hard edges I like that you made this unique kind of Y shape but I think that again maybe the shapes are a bit too random like I think if you had a curve here and then had some structure to contrast like a strong shape these shapes at a at a harsh angle would read a lot nicer because right now at this angle they're not very clear and they're a bit to lumpy so I think I would have looked for a bit more structure in supporting details you know maybe some small details and again like not just adding hard bevels I think that that's the biggest thing that I see a lot is that people are adding all these hard bevels so try and again like I gave it in the feedback here add some finesse to your bevels you know think about how deep your cuts are like for example one thing a lot of people don't pay attention to is the value of their surface details when you have a surface detail that's very deeply inset it's going to have a very strong value but when you have a surface detail it's very close to the surface it's going to be more like a massage rather than a punch in the face and so something that I think you know for me when I realized this was a very big moment I think most people don't know this and so they're either making stuff too shallow or too deep in here I'd say you have a mix of both and so whatever you choose deep or shallow do it with intent with purpose but yeah so as far as interpreting the concept functionally a plus great job as far as form design I think that you definitely need to focus on the same things as a lot of the other people in here you know just having a bit more of that subtlety a bit more of that finesse two things I would like to say my last critique you know it kind of has to do with the handle - I know you try to make it look comfortable but I think it's a bit too crazy and also sorry before you in Alaska teak I think screws also you need to be careful with screws can make stuff look very low-tech and the screw is very large and a very low-tech looking because it's a phillips-head I think it's important if you're doing high-tech stuff if you do a Phillips head screw you know try and make it smaller and a bit more angular I like some of these things by the way I like your tech your overall tech stops great you know I think the switches it's awesome but the design and pretend how you tackle the forms needs to work like here this is a pretty messy and I feel like this is again kind of like the handle it's a very strange shape and so I think that you definitely definitely should work a bit more on your shape design understanding of forms and some of these fundamentals but yet overall really good ideas and trying to bring something new to the table I like it all right next one and by the way that was yes that was Florian Benedict we did flip-flop he to go and now let's do Michael calls I don't know if I'm saying your name right or wrong sorry if I'm not I'll show you portfolio since you posted on our station so I spelled your name wrong my bad calls this and yes so overall again render doesn't count in this competition just for him but I will say and I will get some feedback and render in a second but let me just show you a portfolio show some of the work you put into your submission you know I saw the video and it was really cool to see so yeah so parts are animating out there's a bit more thought put into how stuff comes apart so like for example here and you see the back opens the side opens nice secondary animations I noticed it don't think I didn't and yeah you know very clear separation between all the parts but also stayed relatively close to the concept yeah so this is a me how me how Mitchell Michael I'm not sure I pronounce your name sorry but yeah this is a portfolio go follow him on our station cool stuff alright let's get into let's get into feedback time so I'm going to give feedback on render but it doesn't count towards the submission so overall the render I think that you could work on color theory a bit I don't think some of the colors are working together like for example you have this blue and these are very dark Reds red is a very dangerous color in my opinion and also yellow and I think overall your color theory is the thing that for me lets this render down the most so let's just do some quick changes I think that you know I need to select the red and change the red all right cool so let's just make this black and white for now I think overall you know it's very cool colors and I really would like to see just better colors I think that's really the thing that's killing it for me the most because overall you know you got some nice materials going on like the floors looking good the overall presentation I think is very clear it's very nice but I think that the colors and some value stuff could use some work so let me just do a quick feedback and I think maybe using a more saturated color is going to help a bit and so I think just maybe a bit more purple and let's go here add some color and so I think when it comes to lighting lights work best oftentimes with complementary colors so you know basically the opposite color on the color wheel and sometimes with more similar colors but in this case I would say maybe not such a strong red you know don't well you don't want to go full red and also whenever you do a glow you do not want the glow to be completely strong you want to fade it off on the edges always otherwise it's going to look a bit too aggressive and strong so let me add an inner glow and then oftentimes we also want to add an inner glow to give it a you know to get away from this flat look it's very important I think all right overall yeah I just I think the lights are a bit too strong and some of the color choices could be better the metals are looking good the plastics are looking good maybe add a bit of a roughness map to them but overall you know I think they look nice on the floor since I don't want to talk too much about the render but you know you put work into it so I'm gonna give feedback on it I think you definitely need to focus on brightening your focal points and you're gonna instantly notice that within a few seconds the design already feels ten times stronger and focus on separating the planes so like the top plane make it a different value a brighter value than the side of the the object for example focus on brightening you know where you really want to have the the viewer look and to guide the eye it's it's super important I think quick tip if you want to make it pop just a little bit you know you can use the camera rioter and pump some of these values on the tone curve up and then maybe use some complementary colors and the shadows and highlights tell balance out because it's like a big layer over your image it helps to balance out a little bit the the values alright cool so enough about the render let's talk about a design so I would say overall I think that this is very nice I like how you added a lot of patterning like this fading pattern I don't know if I'm necessarily a huge fan of it actually you know what I am I like this pattern and you know what else I like that you took the time to make it fade that's a nice extra mile and actually wasn't sure at first you know when I first saw this triangle pattern I think I think it's a bit random it doesn't necessarily fit the design of the rest of the model but I'll tell you what I do think and I think that I like I like that you did it well because this shape here and how these things are working you did a good job like I like that this flat part crosses the plane of this cut line and it also has a nice shape how it terminates and leads into this design that's awesome it's definitely something I wouldn't have expected from people because it's definitely pretty Pro integration I think you could have though taken it a step further I feel like this point that it goes to is maybe a bit too much and I would have liked to see maybe a bit of a blunted edge here and then this one I think staying a point is fine but I think it's maybe a bit too pointy I like that it breaks the silhouette I like that you integrated it well good job I like that you cut in these edges but I will say this I think that you still need to work on really finessing your your bevels and your edges just a bit more I think it's your going towards a more realistic look but I feel like the problem is when you have details like this which aren't very realistic I think it's fine here because it's then but when you have this this is where you should really go crazy on these like these areas and so having this balance between realistically thin edges and crazy edges is important you did a pretty good job of following you know the reference as I'd expect again it's interesting how people chose this pretty universal design language I think though that you could have maybe finesse this area but more it feels a bit blocky you know maybe echoing some of the elements like the rubber feet pads to the front or maybe thinning them out so that they don't feel so blocky would have been nice it's a bit too much I would say you know overall you did a good job I don't like that there's lights on the handles I don't like that they're red I think the lights are kind of killing it for me a bit but again it's not about the render so I'm gonna let it pass you know you did fade in this form so that's nice to see - and it's interesting to see how you kind of made a pointy form here that's something I actually wouldn't have done myself but it's again it's something interesting and it kind of goes to show how you know so many people will interpret one form in like 20 different ways so that's really cool to see I like that this form wraps around here by the way you know actually if I were to model it I might not have done that but I like it it's interesting it's a unique choice so cool good job like the paneling I'm not a huge fan though personally of this form change I don't like that it gets fat here and then thin again and it's like there's just a bit of it's a bit weird to me how these parts are working I think I would have liked to see a bit more structure you know like this length and this length is almost even and to me it feels a bit too even I would have definitely liked to see this form change potentially starting a bit more at the base rather than having this kink in the middle so that's that's my main critique I think that you handled the wheels probably the best I think that the wheels are definitely handled well you interpreted the forms nicely I would have still liked to see a I would have definitely liked to see a slight maybe less of a gap between the cap in the wheel but at the same time I also like your interpretation so I'm not going to and also a bit more of a curve like I had said in the other ones so I'm not gonna really say anything about that I like how you interpreted the back I like how you had these details like beveled on the edges so that the detail the lights wrapper on the edges that's really cool that's awesome this is the type of form subtlety I'm looking for and you did a lot of nice form subtleties again the lights are kind of killing it for me I wish it was rubber maybe and I also wish that maybe instead of being lights you know on this functional area and so strong if you know you've got this nice curve here it would have actually been a perfect opportunity to have a shape contrast by having an angular piece of rubber break the silhouette so we get like this mix between crisp and soft and it gives a nice micro silhouette break so I think that was a missed opportunity for sure overall you did a decent job with them the small of the micro forms but I still you know you definitely took a step further and added them here but I think I would have liked to see something a bit more interesting and maybe not so curved but that's just my opinion you know I think hmm I guess it's fine but I think I think maybe it's a bit too simple looking and you could have had a bit more finesse but I do like it in the context of the other ones being curved so it looks like basically everything that's a battery has its own curved shaped language as far as these details good job you know trying to break the box have some things coming in and some things coming out but I feel like I don't like this detail because it's too random I don't like that it terminates here in these triangles and I definitely would have integrated it better and so this is again another place and here where I think you need to finesse your bevels a bit more and focus a bit better on your small bevels I think that's probably as far as like designing cool small bevels I think it's something that you need to do to push this more you did a good job here representing materials I just want to say that great job with how you beveled stuff and treated the forms but yeah so that's my critique a lot of the same things as other people but I think you definitely elevated and interpreted a lot of the forms very well and that I appreciate but work on the color theory oh I also want to show this I love the shapes I love the shapes on the side I love the thickness of them I love the connection point I like the vents on the back so that's great great job again you could finesse it more but it's great I like the inset pieces with the secondary dark parts I love this choice so yeah overall really great submission awesome to see all right let's go to Milan so Milan is in the mentorship challenged here the mentorship tier and so he's not he's going to be graded only in the mentorship tier group because it's not fair because I'm giving feedback to people in the mentorship tier so it's not fair for them to have the same the same chance at a price all right so let's bring this into Photoshop try it again all right cool all right so my feedback basically I really liked what you did with the panel's in the back that's cool I really like these feet I like the little details here they're yellow that's cool I like the patterning I think that the biggest problem I have right now and it's again it's about the render so I can't count it in the design but these lines in the background are way too thick and they're way too distracting and right now I'm having a hard time looking at the object because it's very bright just like the object I think you could crop it better because right now you know I feel like it's kind of lost in the image let's bring this in and I think that you know you you definitely need much thinner lines you know let me quickly just do paint over and you'll see what I mean and it also adds some elegance you know and everything feels chunky it definitely makes it feel very um cartoonish and toyish and so I think your lines are not helping you right now and so you can see just even making the lines smaller makes it way less distracting and really helps to make this object pop it's more of like you know a massage that I punched in the face and then I think if you had more of them but very thin you know I think I think it's gonna read much better this way because right now having such big panels that on a white background makes it very unclear what the scale is and so it could either be way too small or way too big I have no idea yeah so that's definitely something I would focus on but as far as the design you know I like that you inset some of these pieces I like how you treated some of the side let me switch to red I like that you inserted some of these parts but I feel like overall the forms are definitely you know you you added some bevels here and that's actually something I did like I like the overall interpretation like these shapes are cool I like this like big dog bone shape I like this detail I like how you handle the vent it feels very like small and intricate you know it's not too big and cartoony but I do feel like what is big and cartoony is some of the forms you know I feel like while they're thick in the drawing they could definitely have been thinned out or maybe have like some really nice bevels in them but instead they're very blocky and I do I do have a problem with this a lot you know I feel like overall it's very blocky whether it's from the batteries to the to the details here and that's something I very much liked about this one is that it it had enough curve to break up a lot of these places and the proportions felt very very balanced and here I'm not really feeling like you know the forms are being used to their full potential like here for example I would have liked to have seen some nicer large form changes some less rushing straight into the bevels and overall more attention to the details I think for me also I'm just having a hard time to really see what's going on with the white background my next feedback I feel like a lot of the details you did a tour maybe a little bit too large like a lot of these pieces are all the same size I would have liked to see maybe like a nice balance so here is actually a better example you know you've medium large small and then very thin but on the other side everything is very fat and I think that you definitely could have finesse your bevels much more you know right now everything is kind of a box so for example like this piece and you know we can go over this stuff more in the mentorship tear and like I can you know remodel some of these designs in our next class section class session but just even like subtle things to really like catch the light and break up these forms I think would have been really nice to have even if it's like a few millimeters of inset with a nice faded bubble you're gonna get this really nice elegant and finessed feel rather than blocky shapes with tight bevels and so I think for me that's the biggest problem I have I like that you I like what you did with this triangular detail that's really nice it's not something I was expecting a C but yeah that's my feedback looks cool the white was definitely unexpected and welcome change so it's nice to switch it up all right my first feedback and this is Rikers let me see let me see it who all posted okay so I have one person's art station left to show all right so hmm Riker he made this one going very graphic here but I need to say my biggest feedback is I can't see it and I noticed a lot of people are doing this so again I'm going to reiterate avoid pure blacks when you're rendering because it makes it hard to see I'm in a very dark room I'm not in a dark room but I'm also not in a very bright room and so I'm having still a bit trouble to understand what I'm looking at and so it actually is making it a bit hard for me to critique right now but I have some viewports so I all rity get on this basis yeah so the wait did I mix up too okay just let me make sure I didn't mix up too I see make sure that makes up these uh really quickly I think I did and I don't want to okay yeah I did all right so just let me make sure really quickly unfortunately I can't pause this version okay I mean okay yeah yeah I did okay so okay all right let me move these really quick and then all will be well in this world all right cool so Ryker submission yeah Lissa just talk about the render really quick again too dark I like that you took the initiative though with the graphic look the materials though are a bit hard to tell what's what you know like is the yellow stuff is it metal is it plastic what is it and for me I would like to see a bit more material variety maybe adding some tiling textures to help add some textural detail to it than just raw metal and I think it's gonna help you a bit like here you have some repeating patterns that's cool I think you could definitely take it a few steps further and I really love that you have like this like liquid thing you know there's a lot of thought put into this a lot of unique thought I wasn't thinking of so I really appreciate this I appreciate going out on a limb and trying some different stuff and I like the work that you put into it it's really cool to see I actually wouldn't ever thought of like some sort of canisters like this with like liquids inside so I also like the colors a bit I think they could be a bit more harmonious they are a bit too much purple and green and not enough in between so I'll just give a quick feedback on that but as far as my feedback here do you know for the render you know focus a bit on how you're lighting it because right now it's it's definitely a bit too dark I think lighting as far as presentation could be the biggest thing to work on let me go here see if we can make these hues a bit better so it's really important when you're working with stuff that has crazy colors that you really work on making all of those colors have harmony or work together and you know there's I don't know how how well we can push them in Photoshop right now very quickly but like adding a bit more that yellow back in and maybe changing the tint of the green just a bit so it's a bit cooler to mix with the cool of the purple but then having a bit more of the yellow be orange II so it's like a warmer color to contrast the cool colors you know I'm trying to mix these two together so I think this is something that definitely could have pushed it a bit farther is if you have a better color theory so work on your colors work on your lighting work on your rendering but let's get into the design what really matters for this challenge yeah so let's go through your images so everybody sees the work you did you know talking about tires LED screens turbo cooler exhaust power level indicator cool stuff I love the initiative but this is the most important thing for the contest so I would say my let's go overview image and start there I would say the biggest thing for me is actually okay I like that you went and you added in a lot of small details okay it's very nice it's good thing to do but I think overall you probably added them too soon I'm not a huge fan of uh like a lot of these transitions it's very hard-edged when I'd be usually looking for something a bit more soft and elegant and so right now it's feeling a bit too simplified for my taste and I feel like you definitely could finesse your forms a lot more and I think it stems from like all the other submissions where you're going too far into detail too quick and you need to learn if it's not even just you need to learn you always to work on improving you need to work on improving your ability to stay in the blockout stage and really nail this big design choices early on and the secondary ones can be represented like in a very rough block out stage simple shapes but nothing concrete and I know all of us want to run into detail instantly of course we do it so it makes you know it's where you get a lot of the pleasure of the design right but but if you do this you're really shooting yourself in the foot so you need to be careful it's interesting to see you know how you did the tires and these sorts of details I really like the fans too but I would say the fans do need a cover I would have really liked to have seen a cover because you know nobody wants to put their hands in an unprotected fan area like you have here it's a good idea I like it good choice oh and this is cool this is really cool I like that you added like a footstep or something I don't know what it is but it looks cool it looks functional I'm actually curious what is it it looks like I might touch the ground but interesting I like that you added a curve to the tires and you pushed them in where I feel like oftentimes it's easy to just make things boxy and so that's a really nice plus but I feel like while you did manage to put in a lot of interesting ideas I feel like there is maybe overall still a lack of understanding of form like you did add some medium forms in here I applaud you for this I'm happy about this but I feel like there's a lot of things that also let it down like how these are integrated it feels very weird and haphazard just like very quickly done same thing here like I wish there was a lot more harmony between the parts so I feel like you had a lot of really good ideas ok wait just like you know what I'm sorry I didn't actually see this part I like that I'm okay with as part of the design but I wish that it was still more finessed and outwardly clear like maybe instead there's some sort of locking mechanism here and then something that's like modeled in that shows that it can be pushed in or something that implies to the user that it's recessed like I guess I could say that this tells me that this is where it goes but I would like to see a lot more focus on how your beveling stuff you know I think that's the biggest problem for me with this design is you did actually break the forms but you didn't do a very elegant job of it and like a lot of that you still a lot of exposed edges okay I see now there's a vent I think that the vent covers maybe a bit too busy and if it's more of a mesh cover it wouldn't necessarily make sense in a functional way so I InDesign wise it's not reading very strongly so I think that you know the the mesh cover Milan did is maybe a bit more in line with what would be reading well for this design and also baking better if you were making a gay model so excuse me yeah I like that it's interesting my petal idea yeah overall really great ideas but you need to work on your the cohesiveness of them and the visual aspect I think they're great design but the the cohesion and the visual aspect like making the forms elegant making them beautiful and high-tech I think is where you need to work on a bit more and I would definitely take a look at you know when I I'm thinking about what I like the most I think this is actually probably my favorite form that I've seen so far I really like this so and how he had a curve here but a crisp edge here it's great stuff and so I think this is where you definitely should focus I'm improving but yeah really unique ideas you put a lot of thought into and I appreciate it a lot you know I I see all of the work and ever you put in so it's great to see all right so you're two more submissions square Adam square out and put a lot of thought into this we got organ Amish we got millimeters we got batteries we got you know mind map like my kill is always preaching it's good stuff you know I myself like to do these from time to time with or without a you know an image I and I like that you put all this work into it it's definitely far beyond the work that I would have put into it and I almost feel like you have a background probably in product design so or some sort of more real world type of thing but it's also very important to me how the how the forms are represented and the visual design of it not just the functional design of it and I feel like in my opinion let's start with the render because that's the one thing that actually I've started with for almost everything so let's open the render basically I like that you're doing a crazier colors render but the problem for me is that all of the renders have this this situation they're all crazy color renders and so I can't actually like when I see it on art station I actually don't really get a good sense of the design and I don't get a good feeling overall of what I'm looking at and that's why I think it's very important to have like very you know monochrome stuff very clear stuff that tells the viewer like this is my design this is my model and then maybe have a few cool crazy renders so I think this is my biggest feedback my second one is you know because they're going to pure black it makes almost all of the detail get lost in the render and so I I think you definitely need to work on lighting and do some more traditional renders before you do crazy ones because remember your portfolio is a sales pitch and if I don't understand what I'm looking at in two seconds I'm not gonna want to buy it you know it's always about that initial reaction so that's my feedback as far as presentation again doesn't count in the judging so ideas function thought top-notch great thought I think for me though the thing that I I have a problem with is that it feels like a real product but something that I wouldn't it looks like a real-world generator but not necessarily like the coolest one you know it's not like it looks more like it what I was looking for was something a bit more high-tech something a bit more future and while it's functional I feel like it's not exactly as far as design wise it's not very as interesting as I would have liked it to be I like certain aspects of it and so I'll talk about some of them Photoshop please open stuff alright thank you you know I like that there's things like I like that this details are crossing over this plane change here that's nice I like some of the proportions you know like this is small this is big I like that you're making it bigger here and then thin on the edges I like the spacing of a lot of these objects you know you're definitely understanding 70/30 and you are finessing the overall the overall forms you're actually doing all these things that I like but I feel like still also I like that you're alternating these different size details that's a nice choice than having the bottom have a different thing but overall I still feel like while it's believable and it's looking good it's functional I feel like there's nothing new here and like I love how you're approaching it like you you have all of the right ideas you have all the right things you're doing you know I like that this is inset and it's a functional idea like it's protected it's at an angle its diagonal it's got a thin bezel it doesn't look stylized too much but I also feel like I would like to see a bit of stylization in this design and I feel like this is why for me it's not really hitting the mark and I feel like this is where you need to improve the most I guess because I would like to see you push baby a bit out of your comfort zone because I'm willing to bet that your comfort zone is definitely this type of stuff well it's more real and you are very probably a more mechanical thinker and there's definitely always two ways to think about designs which is form and function obviously but the thing is were all inclined to one direction or another oftentimes this is built on our experience so for example my first designs I had to design abstract shapes not necessarily because it was my strong suit but because it was my job and so for me I really focused on form and shape and so for me to integrate function back in while I do have a you know a background and function as far as like a a passive understanding not a product design background or anything but my my strengths originally was mostly shapes because I did it for so many years and because I learned it shape in a vacuum I wasn't focusing at all on form or sorry on function so for me shape was where I felt the most strength and so for me I had to go backwards and start integrating more function and believability in but I'm always trying to merge the two in a nice way and bring something new bring a new shape to the table or a new form or mix some forms or place details in a new way and so for you I feel like this is the thing you know there's I think a difference between maybe product design that's like utilitarian and product design that's artistic and I would like to see you push this into a more artistic way because as far as how you're thinking great artistically though shape wise like I think it can be more unique it feels like if I saw this and you told me it was a generator I could buy at the store and you rendered it nicely I might believe you and for me I think that's the thing that I would like to see you push more you know in the future going forward is try and let go it's great to think about function but that's your strong suit focus on your weaknesses you know and really try to try and you know like you have here you have some more abstract stuff I would definitely suggest trying to focus on taking these abstract shapes and you know marrying it with the function a bit more so like if something is boxy try a crazy angle if something is regular try making it irregular you know look at it and ask yourself if I seen the shape before you know instead of placing maybe a bolt in every corner place them not regularly you can find a way to make it feel functional I guess I always like to think about it's like I try to find this the coolest way to do a simple thing like if I have a handle I try to find the coolest way to make a handle and it all comes from you know visual library and how are you thinking about design whether you're limiting yourself too much by function because if you're limiting yourself mentally by function your design is going to look very limited by function and so I think this is definitely where you have the biggest area to improve but he's an interesting mix of like what I like and also what I think needs to be better so overall yeah solid entry and definitely a great effort it's awesome I'm really excited to see what you would do if you let yourself be more free instead of just focusing on this functional stuff and a really focus on Form design and understanding form design and proportion a bit more so yeah good entry T but not tomorrow I'm not sure how to say your user name on this card so TB Nile I'll say yeah so let's look at this last one before we talk about the next challenge so I would say same feedback about the render again doesn't renders don't count but I'm having a very hard time seeing it and so it's a bit difficult for me to critique I believe this is the latest render but to quickly summarize what you should improve as far as rendering same thing as the other ones as my other feedbacks for the other the other entries focus on brightening stuff that's important you know you don't want to have everything very dark you want people to see the work that you did it's important next thing look up three-point lighting and try adding a rim light around the side of the object to help silhouette it so that people can really see the design because right now I'm having a very hard time seeing and understanding what I'm looking at on most of the renders and then just work on your values a bit you know and yeah cool so now that we can almost see it let's talk a bit about the design because it's actually I think it's a very solid entry but it's very hard for me to see it yeah like I like a lot of these things like your I like that you added these layers of materials and cool shapes I like these sci-fi details you added I like the layers of details here it actually feels very refined I would say that this is one of the most refined ones you added these nice soft bevels here like sorry like this hard bevel but then a soft one here I like the proportion of this bevel here like you added enough curve to make it feel around but not so much that it feels like on the handle that it feels like cartoony so it's a very nice balance you handled this form change like believe it was let's see which one was it you yeah like flip flap flap flap flip flap flip sorry I think I said it wrong this whole time flip flip you handled the forum change the same way that's interesting to see and I actually like it just like I liked it on his and I think because the the shape here is going to smaller while it's thick I think it looks elegant enough I like how you handled a lot of these things you know this is really good stuff I don't I like the wheels here but I feel like this pattern is maybe a bit too noisy and I would have liked to see a bit more of a a bit more of a pattern the interlocks because they're kind of like cut like this and I would like to see it maybe more if it's like one shape interlocks with the next one and so that way instead of just getting cut off and looking very noisy it would feel a bit more integrated and nice and I think that's something that the wheels are feeling a bit too noisy I think I would like to see maybe a bit of asymmetry like for example getting rid of one of these so it's just like one circle instead of two I think will look a lot nicer you know you don't want to always have everything be symmetric especially when like it is symmetric all the way to the top on the back so trying just to maybe break up that symmetry a bit could be something interesting but overall you know I like what you did personally though I like this form change on the back I think the most because it's very soft and elegant and it feels more like a unibody where I feel like this one is a bit more hard edged and angular than I was looking for and so yeah you had while everybody had freedom you know I'm also judging it based on how I think that you went with the freedom like where you took it and so it's interesting but I think it could have been simplified it's a bit too too strong there's a bit too chunky shapes and I think a bit too heavy-handed I like the forms that you have on the wheels and again I like this stuff although I'm not a huge fan of these repeating bars shapes I think bar shapes you need to be very careful with when you're designing and I would like to see maybe another layer of integration like some sort of metal around it and a detail overall I really love what you did maybe even just a bit more forms just something to give it a bit more of a pop and not so streamlined but overall I really like this area I like what you did with a lot of this stuff the lights aren't overwhelming the lights are nice even though it's not part of the contest let's let's look at it here I feel like what you did on the other side is interesting but I think maybe a bit boring when I look at the rest of the design and I would have liked to see it be a bit more interesting like it feels a bit too real world you know with the bolts on all four sides and then I feel like then it's contrasted though by a very random shape and I usually when I have something like this I would maybe push it in more make it be something that looks a bit less how do I explain it okay so when you have a detail or like a space I think it's important to try and offset it so it's not the same length all the way around and so I would have done something like maybe blunt this edge or just something to make it feel not so basic but also kind of random because it feels then like very sci-fi when the rest of it's feeling more realistic so it's kind of like a weird mix I think [Music] I'm not a huge fan of like the shape here because of this it's just a bit too curved for me and so then this area here starts to get a little bit wonky like Wibbly and wobbly but I do like that you curved it here that's cool to see and I like that you made it a symmetric on this side so I also like the added a nice transition so like where stuff like all the details are ending are sorry where where the lines end like you have this line right and all the details kind of focused and clustered in smart areas it's not all over distracting so really nice choices I like this on work on your rendering for sure and just keep pushing you know while there's things like your work you understand I think pretty well you have a good feeling for certain things always keep pushing those things that you're strong at and try and push your proportions and your form understanding more and I think that you can make some really cool stuff so it's cool to see this one it's a really good interpretation and cool work alright so we went through everybody I'm gonna next post this on Facebook I'm sorry on Facebook and our station I'm gonna link everybody who post on art stations things on my blog post I would say my biggest feedback you know just to recap everybody focus on the subtleties of your bevels focus on your forms focus on how things transition and stop making your renders dark you need to be able to see it it's important all right yeah I just want to thank everybody you know who who joined this thing the winners are going to get the winners are going to get one month in the design challenge and a free t-shirt with a design that is going to be brand new and I'll be making that soon because I need to render out some new projects and I'm gonna generate some t-shirts based on some of these projects so with that said let's talk about the last thing on the agenda and again a huge thank you for everybody joining this it's awesome to see people modeling my concepts and it's awesome to see everybody growing and learning from each other yeah so thank you and thanks for supporting my project on patreon yeah with all that said the next challenge that was a modelling challenge we just did and this one is going to be a it's going to be a design challenge this time and so what are we designing I want to make a medical device because medical device you know we did a vote on the patreon page and you guys voted for a medical device so this is gonna be a hand held bone repair machine and I was thinking it's something a bit more sci-fi you know it's not something that's like literally digging into your arms and ripping it open it's something that's weaving it together it's like a futuristic machine you know like something out of Elysium you know you wave it over your arm it repairs it so basically I built a brief of the things that I want to see in this design and treat it kind of like I am your client and you are my designer and I'm going to judge stuff based on how well this you hit the brief but also how good it looks visually you know I'm looking for something sleek something elegant something cool something with unique forms with unique ideas and you know again rendering is optional because I know people don't have time so I'd rather see a really beautiful viewport render then I quickly made render I got a rather see a viewport screen shot that's really nice with some nice viewport materials because I render doesn't do anything for me you know if the design isn't good so I'd rather if you don't have time spend more time on the design don't worry about the render if you have time to do stuff for the render go for it in the end I'm going to rate people and judge this based on how interesting your forms are how good your ideas are hitting the brief but when it comes down to it the beauty is my most important thing because you know you can make something functional and ugly or simple or very blunt but I'm looking for elegance I'm looking for uniqueness I'm looking for things I never seen shapes forms etc ideas and yeah so basically let's go over quickly so diagnostic screen you know I want to be able to have information when I'm using this device maybe I can see like the patient maybe I can see through their bones like an x-ray and you know all of these things I'm saying or gonna generate ideas for you maybe it's just telling me how much is repaired maybe it shows me what part of the bone is broken maybe it shows me where I need to put it on their body like a are I want it to be handheld it needs to feel and look medical and patient friendly you know archetype is very important in design people need to look at a design and say like oh that's a power tool or that's a medical instrument right and when a patient has this thing next to them do they want to be terrified or do they want to feel comfortable like they're gonna be saved and you know what I don't care so much if it looks comfortable like like if it looks scary but it looks badass I'm fine with that too so don't don't get too hung up on this one because I want to see something that looks cool most of all so if that's getting in the way of making it look cool don't care just kill it form factor do whatever you want you know maybe it's like a tablet maybe it's like a gun maybe it's like a box maybe it's like I don't know like a bowl shape maybe it's like a cell phone maybe it's like a mouse I don't know I don't care how it's held but as long as it's handheld maybe one or two hands doesn't matter to me you know it can be large it can be small it can be whatever it's up to you guys you know I want you guys to have freedom I want to see what you guys come up with visually communicates bone repair unit and so I added this this sorry I just accidentally left the okay yeah so I added this I added this little thing here and basically I'm thinking like you know maybe it uses some sort of energy or something to stitch the bones together or somehow manipulate the matter and so maybe it has some sort of intricate top or like ending I don't know or maybe it's like very simple like a glowing energy point there's a lot of things you can do to kind of sell this to the viewer and I don't necessarily know how you're going to do it or even if it's most important but just make sure it's like kind of clear that it does something it's not invasive this is not going to go into contact with the skin it stitches and regrows bone dam and fixes bone damage and loss so it's not going to rip open your body it's wireless basically wireless bone repair and focus on form design and ergonomics bonus for nice use of materials graphics and value and by that I mean graphic design in your object not even necessarily signage on the object so yep one winner is gonna be chosen for the mentorship tier like the last challenge and one person from the other patreon tiers will be chosen as winners so there's two winners all participants are going to get feedback at the end like in this video and the prize is going to be again one t-shirt and maybe I'll add something more like a print but I if I do it'll be kind of a bonus thing so it's not guaranteed and anybody who wins gets one free month in the mentorship tier which is going to include you know feedback lessons class etc access to previous classes and so it's a lot of free learning material if you win and personal growth that you'll be getting and the mentorship tier you know we're basically going through and giving feedback and I'm helping to guide people in their careers and to also grow as artists so yep got some cool stuff it was awesome to see this challenge the next challenge is gonna take place in here and I'm going to be posting this today and it's going to be due in either a month or a month and a half I needed to decide because you know people actually didn't have enough time to do this last one but I'm I'm leaning towards like a month and a half so like the end of January so you get maybe like a few days from to December that's what's gonna happen so at the end of January this challenge is going to end and I'll pick the winner shortly after so yeah awesome thanks for everybody who's participating thank you for supporting my patreon thank you for everything you know this video is never about trying to call people out or make them feel bad it's about helping people to grow it's helping people to learn and you should never ever feel bad about your feedback you should never you should always be happy when you find something wrong because there's nothing worse than life than to not see where you can grow and so I want to end it on that help each other grow posts in the patreon group and give each other feedback look for feedback and that's where you can get the most out of it so yep thanks for supporting it and I'll see you guys in the next challenge and in the next videos
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Channel: Alex Senechal
Views: 2,280
Rating: 4.9506173 out of 5
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Id: 6QwzZc4guyI
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Length: 92min 34sec (5554 seconds)
Published: Sun Sep 20 2020
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